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  #211  
Old October 5th, 2002, 03:15 PM
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Default Re: Things we\'d like to see in the next patch

Quote:
Originally posted by Foreman:
Features I do want:

- Classify fighters to interceptors and bombers, which is majorlly designed to attack other fighters and ships respectively.

It is already present in SE IV. You can make separate designs for fighters and bombers, assign them completely different strategies and even make AI build whatever mix you like ! In fact, some custom AIs do exactly just that. Several mods, for example Proportions, also have a nice selection of specialized weapons for "fighters" and "bombers".

[ October 05, 2002, 14:17: Message edited by: oleg ]
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  #212  
Old October 5th, 2002, 08:37 PM
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Default Re: Things we\'d like to see in the next patch

Quote:
Trade or buy ally populations, or any other peaceful ways to have populations with different breathing air.
You can do that now by trading ships loaded with population. Whatever's in the ship's cargo goes with it.
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  #213  
Old October 6th, 2002, 01:47 AM

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Default Re: Things we\'d like to see in the next patch

Is there any new patch coming up actually?
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  #214  
Old October 6th, 2002, 06:15 AM

Sinapus Sinapus is offline
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Default Re: Things we\'d like to see in the next patch

Quote:
Originally posted by Mylon:
Unless population bonuses are changed (10% for an extra 1 billion?) then I really don't see the point in allowing extra population through a facility. If you just want the population without the production bonus, you can "harvest" excess population from the planet with a cargo ship.
Well, I did mod my settings.txt to give higher bonuses for various population levels. With a facility that gives a population bonus, it could be possible to boost the populations of smaller planets above points where you get an additional bonus.

That and the other thing about space habitats is something I've thought of from time to time. O'Neill colonies and such.
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  #215  
Old October 6th, 2002, 10:07 PM
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Default Re: Things we\'d like to see in the next patch

Quote:
Is there any new patch coming up actually?
I can recall at least two mentions of bugs that the beta testers' current build has already fixed, but no rumors of a release date.
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  #216  
Old October 9th, 2002, 09:17 AM
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Default Re: Things we\'d like to see in the next patch

What I would really, really, REALLY like to see is for us to have the capacity to program how our ships and fleets do battle.

Over fifteen years ago (Is it really that long? ), a game was written for the Apple whereby robots fought with sensors, weapons, movement etc. Using boolian, we would program the robot and then match it agains others.

It was a hoot. And a lot of fun.

If this could be done over 15 years ago, it should not be difficult to implement it into this game.
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  #217  
Old October 9th, 2002, 06:05 PM
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Default Re: Things we\'d like to see in the next patch

I'd like to see mounts that can add an ability to a component.

I don't know if this could work but how about the ability to use more than one mount?

Mounts that could affect the ROF of a weapon would be good.

A restricted field add to the tech areas. Ex; You have tech A, you can research tech B or tech C, you choose B and now you can not research C. This would add a new element for modders to work with.
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  #218  
Old October 9th, 2002, 06:30 PM

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Default Re: Things we\'d like to see in the next patch

I would like to see:
When you are selecting a Way Point to send a ship to I would like to see the system on the map the way it is in where you Set them. When you select a waypoint the system "lights up" on the map

[ October 09, 2002, 23:54: Message edited by: Gryphin ]
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  #219  
Old October 9th, 2002, 06:38 PM

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Default Re: Things we\'d like to see in the next patch

Thanks canpnq and oleg. I've tried these suggestions and almost satisfied.

After some more playing on this game, I found that checking construction instructions of all planets cost most of my time. If a planet isn't building anything, it's either well developed (filled all facility slots) or not given suitable instruction yet. I would like to see new planet status icon that represents 'no space yard there and all facility slots are filled with highest tech buildings'. Then I may just sort them and pick the planets without that icon.

About the 'interceptor and bomber classification' I mentioned on Last message, I've tried to edit game data (based on Prportions mod) to achieve it. Simply two major concerns:

- All class of fighters have some internal supply storage ability.
- Two sets of small fighter engines: one normal set, and the other without supply storage ability BUT cost much supply during movement. The latter one even get higher engine thrust. The latter set of new small engines could be used to defend planet and/or carriers during battle but cannot leave their planet/carrier to battle since firing cost supplies.

About the 'easier way to get population of different race', I do think migrations shall be allowed during partner kingdoms, just like USA and UK. If players could upload some population while download same amount population, AND not making that planet dormed, that shall be allowed.

Trading ships with loaded population is quick, but I cannot know what's the tranport loads before exchange, and I am playing no-saving games.

[edited: syntax]

[ October 09, 2002, 17:41: Message edited by: Foreman ]
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  #220  
Old October 9th, 2002, 07:01 PM
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Default Re: Things we\'d like to see in the next patch

Quote:
About the 'easier way to get population of different race', I do think migrations shall be allowed during partner kingdoms, just like USA and UK. If players could upload some population while download same amount population, AND not making that planet dormed, that shall be allowed.
Trading for a race that breathes the same atmosphere accomplishes nothing except make your people angry.

You can't undome any new planets, and you suffer from the "alien population" happiness penalty.

Quote:
About the 'interceptor and bomber classification' I mentioned on Last message, I've tried to edit game data (based on Prportions mod) to achieve it. Simply two major concerns:...
Adding (or removing) supply storage to the fighter's hull (in vehiclesize.txt) would solve the first problem.
The second problem is easily solved by adding restrictions to the components. One-per-vehicle would prevent someone from adding both types of engine.

Quote:
If a planet isn't building anything, it's either well developed (filled all facility slots) or not given suitable instruction yet. I would like to see new planet status icon that represents 'no space yard there and all facility slots are filled with highest tech buildings'. Then I may just sort them and pick the planets without that icon.
Can't you just sort the colonies by facility slots used, and then just scroll down to the empty ones, and deal with whichever ones have no black-and-yellow construction in progress icon?
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